| Fr0stbyte's Development Log | |
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+42torrentialAberration Iv121 eazymc Tell Richard_cypher USMC1000 Delta mitchster Potato Ivan2006 Krade Kielaran superninjakiwi ipel4 Commander Kobialka Keon Hierarch Fenway Tiel+ TacticalSheep5 ACH0225 Last_Jedi_Standing hyperlite Dux Tell31 Laibach filtratedbread r2fart2 blockman42 xanex21 VelouriumCamper Danice123 Misticblade7 GLaDOS JoshzPruitt ectrimble20 elmeerkat tonyri Eternal Equinox Conscript Gary Buggy1997123 Shiva The Schmetterling fr0stbyte124 46 posters |
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Last_Jedi_Standing Moderator
Posts : 3033 Join date : 2012-02-19 Age : 112 Location : Coruscant
| Subject: Re: Fr0stbyte's Development Log Fri Apr 13, 2012 4:45 pm | |
| - Buggy1997123 wrote:
- Frostbyte, notice ^his^ sig? Do you see the light spots on the outside of the hull? Is there a way to prevent light spots like those? Because it would probably look odd for a ship in pitch black space to have dark and light spots.
Wouldn't it be exactly realistic? The areas of the ship that are near light sources like windows would be brighter. | |
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The Schmetterling DEV
Posts : 3123 Join date : 2011-08-31 Location : I'm a butterfly.
| Subject: Re: Fr0stbyte's Development Log Fri Apr 13, 2012 5:17 pm | |
| - Last_Jedi_Standing wrote:
- Buggy1997123 wrote:
- Frostbyte, notice ^his^ sig? Do you see the light spots on the outside of the hull? Is there a way to prevent light spots like those? Because it would probably look odd for a ship in pitch black space to have dark and light spots.
Wouldn't it be exactly realistic? The areas of the ship that are near light sources like windows would be brighter. He's talking about shadows that come from the top direction, like they would on a planet. | |
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fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
| Subject: Re: Fr0stbyte's Development Log Fri Apr 13, 2012 6:27 pm | |
| I can look into dynamic shadows. 1) No atmosphere means hard shadows, which are cheaper. 2) New render engine is cheaper to draw than the old, so rendering depth maps will also be faster. 3) Quickly updating baked light will be cheap too (independent process from geometry and texturing), so that's an option. 4) In space you have a much smaller frustum to shadow, and you can cheaply calculate shadow occlusions between entities because of the sparseness. | |
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Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 27 Location : AFK
| Subject: Re: Fr0stbyte's Development Log Fri Apr 13, 2012 6:39 pm | |
| I hope there's an option to disable shadows, I mean it's not like they'll serve much of a purpose anyhow. | |
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Buggy1997123 DEV
Posts : 394 Join date : 2011-10-18 Location : Somewhere, somewhen.
| Subject: Re: Fr0stbyte's Development Log Fri Apr 13, 2012 7:49 pm | |
| - Lord Mackeroth wrote:
- Last_Jedi_Standing wrote:
- Buggy1997123 wrote:
- Frostbyte, notice ^his^ sig? Do you see the light spots on the outside of the hull? Is there a way to prevent light spots like those? Because it would probably look odd for a ship in pitch black space to have dark and light spots.
Wouldn't it be exactly realistic? The areas of the ship that are near light sources like windows would be brighter. He's talking about shadows that come from the top direction, like they would on a planet. Actually, im referring to the spots where a light on the inside creates a bright spot through a window, which is very unrealistic. In real life, the light would just go out the window, and you'd see a dot of light from a distance. This has been something that's bothered me for a while, how the lighting system works. Its fine for small areas and such, but it gets odd when you get to larger scales. - fr0stbyte124 wrote:
- I can look into dynamic shadows.
1) No atmosphere means hard shadows, which are cheaper. 2) New render engine is cheaper to draw than the old, so rendering depth maps will also be faster. 3) Quickly updating baked light will be cheap too (independent process from geometry and texturing), so that's an option. 4) In space you have a much smaller frustum to shadow, and you can cheaply calculate shadow occlusions between entities because of the sparseness. So, would hard shadows be dynamic? Like shadows from the dynamic light mod? And if im reading this right, shadows can be cast on entities and by entities? | |
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fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
| Subject: Re: Fr0stbyte's Development Log Sat Apr 14, 2012 2:08 am | |
| - Buggy1997123 wrote:
- Actually, im referring to the spots where a light on the inside creates a bright spot through a window, which is very unrealistic. In real life, the light would just go out the window, and you'd see a dot of light from a distance.
This has been something that's bothered me for a while, how the lighting system works. Its fine for small areas and such, but it gets odd when you get to larger scales. This would be terribly difficult, and I'm not sure it's worth the effort. The way light works now is that each neighboring block to a block of light is 1 level darker, regardless of position. This is cheap and easy to pull off, and looks fine in most cases. To keep things from bleeding out, you would need to raycast from each light source to determine which ways light can propagate, and it becomes more complicated with each additional source. Even for baked on lighting, it wouldn't be easy, and I really don't see it as such a terrible problem. I think you would find shadowed point lights devoid of radiosity and those other nuances would look a lot more jarring than some occasional erroneous bleeding. - Quote :
- fr0stbyte124 wrote:
- I can look into dynamic shadows.
1) No atmosphere means hard shadows, which are cheaper. 2) New render engine is cheaper to draw than the old, so rendering depth maps will also be faster. 3) Quickly updating baked light will be cheap too (independent process from geometry and texturing), so that's an option. 4) In space you have a much smaller frustum to shadow, and you can cheaply calculate shadow occlusions between entities because of the sparseness. So, would hard shadows be dynamic? Like shadows from the dynamic light mod? And if im reading this right, shadows can be cast on entities and by entities? I mean hard shadows as opposed to soft shadows, which have blurred penumbras as a result of atmospheric scattering. Hard shadows require less calculation. | |
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Buggy1997123 DEV
Posts : 394 Join date : 2011-10-18 Location : Somewhere, somewhen.
| Subject: Re: Fr0stbyte's Development Log Sat Apr 14, 2012 10:39 pm | |
| - fr0stbyte124 wrote:
- Buggy1997123 wrote:
- Actually, im referring to the spots where a light on the inside creates a bright spot through a window, which is very unrealistic. In real life, the light would just go out the window, and you'd see a dot of light from a distance.
This has been something that's bothered me for a while, how the lighting system works. Its fine for small areas and such, but it gets odd when you get to larger scales. This would be terribly difficult, and I'm not sure it's worth the effort. The way light works now is that each neighboring block to a block of light is 1 level darker, regardless of position. This is cheap and easy to pull off, and looks fine in most cases. To keep things from bleeding out, you would need to raycast from each light source to determine which ways light can propagate, and it becomes more complicated with each additional source. Even for baked on lighting, it wouldn't be easy, and I really don't see it as such a terrible problem. I think you would find shadowed point lights devoid of radiosity and those other nuances would look a lot more jarring than some occasional erroneous bleeding.
- Quote :
- fr0stbyte124 wrote:
- I can look into dynamic shadows.
1) No atmosphere means hard shadows, which are cheaper. 2) New render engine is cheaper to draw than the old, so rendering depth maps will also be faster. 3) Quickly updating baked light will be cheap too (independent process from geometry and texturing), so that's an option. 4) In space you have a much smaller frustum to shadow, and you can cheaply calculate shadow occlusions between entities because of the sparseness. So, would hard shadows be dynamic? Like shadows from the dynamic light mod? And if im reading this right, shadows can be cast on entities and by entities? I mean hard shadows as opposed to soft shadows, which have blurred penumbras as a result of atmospheric scattering. Hard shadows require less calculation. Ok, thanks for clarifing. | |
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fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
| Subject: Re: Fr0stbyte's Development Log Sun Apr 15, 2012 5:23 am | |
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The Schmetterling DEV
Posts : 3123 Join date : 2011-08-31 Location : I'm a butterfly.
| Subject: Re: Fr0stbyte's Development Log Sun Apr 15, 2012 5:20 pm | |
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Buggy1997123 DEV
Posts : 394 Join date : 2011-10-18 Location : Somewhere, somewhen.
| Subject: Re: Fr0stbyte's Development Log Tue Apr 17, 2012 9:07 pm | |
| Frost, I'm aware you don't work with Minecraft's netcode much, but could I ask you a question about it?
Could the current netcode support fps-style combat with resonable response times? Because i've noticed before that actions tend to have a noticeable delay, and that makes it seem that ground-combat, with troops and such, would have too large of a response time to be resonable.
This could also cause problems with fighters. | |
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fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
| Subject: Re: Fr0stbyte's Development Log Tue Apr 17, 2012 9:29 pm | |
| There's too much delay because the servers are strained trying to stream data in a linear fashion. Real FPS games will have a highly tuned and streamlined protocol for getting important data to and from the client as quickly as possible, and they will have all the latency hiding measures they can muster. In Minecraft, data is sent in the order that the buffer receives it, which means high priority messages like movement have to wait in line behind less pressing data like chunks. This is further aggravated by the fact that chunk loading can easily max out a client's bandwidth quota when you are traveling, meaning data can accumulate in the buffer faster than it can be streamed to the client.
So to answer your question, the current netcode really isn't ideal for a FPS style game, and needs to be addressed. And we will be addressing it. | |
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Danice123 DEV
Posts : 607 Join date : 2012-01-06 Age : 30 Location : The Dankins
| Subject: Re: Fr0stbyte's Development Log Tue Apr 17, 2012 9:39 pm | |
| Oooo sounds like fun. Challenge accepted | |
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Buggy1997123 DEV
Posts : 394 Join date : 2011-10-18 Location : Somewhere, somewhen.
| Subject: Re: Fr0stbyte's Development Log Wed Apr 18, 2012 1:36 am | |
| It sounds like the issue could be fairly well solved if there was a way to force something to the front of the buffer. | |
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fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
| Subject: Re: Fr0stbyte's Development Log Wed Apr 18, 2012 1:47 am | |
| In a TCP stream, there isn't; order of delivery is prioritized. With UDP, however, you can change the order of queued packets up until the moment they go out on the wire, though with that comes more complicated states brought about by events arriving late or out of order. It's certainly not something to take lightly, but there is plenty of material on the matter and it's worth doing. | |
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Hierarch Fenway DEV
Posts : 1196 Join date : 2011-10-26 Location : |]||o|{o}-H--X-)|(
| Subject: Re: Fr0stbyte's Development Log Fri Apr 20, 2012 7:02 pm | |
| You know frost, It might be a good idea to post your current status or current project on the First Post, in order to prevent us from having to dig through 15 pages of spam and explanations to find your current project. | |
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fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
| Subject: Re: Fr0stbyte's Development Log Fri Apr 20, 2012 9:04 pm | |
| Current posts are usually near the end. I would recommend working your way backwards. | |
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Buggy1997123 DEV
Posts : 394 Join date : 2011-10-18 Location : Somewhere, somewhen.
| Subject: Re: Fr0stbyte's Development Log Sat Apr 21, 2012 9:10 pm | |
| Frost, I noticed your planning on spherical worlds instead of cubic worlds, but why don't we wait untill the new version of gravity craft(which will include cubic planets) comes out before deciding. | |
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fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
| Subject: Re: Fr0stbyte's Development Log Sat Apr 21, 2012 11:43 pm | |
| First of all, it's going to be a while before we need to get planets working, so there's no rush on that. Secondly, I sort of thought that gravitycraft got abandoned. If not, I would love to see Ivorius's take on the planet deal.
Third, cool sig. Photoshop? | |
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Keon Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
| Subject: Re: Fr0stbyte's Development Log Sat Apr 21, 2012 11:48 pm | |
| I photoshopped an area 42 board. | |
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Buggy1997123 DEV
Posts : 394 Join date : 2011-10-18 Location : Somewhere, somewhen.
| Subject: Re: Fr0stbyte's Development Log Sun Apr 22, 2012 2:41 am | |
| - fr0stbyte124 wrote:
- First of all, it's going to be a while before we need to get planets working, so there's no rush on that.
Secondly, I sort of thought that gravitycraft got abandoned. If not, I would love to see Ivorius's take on the planet deal.
Third, cool sig. Photoshop? The public version is abandoned, as the new version is a complete rewrite. Afaik progress is being made, but I'll go and ask him later. And lol, yep nope. | |
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Commander Kobialka Sergeant
Posts : 996 Join date : 2012-03-08 Age : 26 Location : Somewhere the government won't find me.
| Subject: Re: Fr0stbyte's Development Log Thu May 03, 2012 11:05 am | |
| There was a roller coaster in front of the movie theater like this once. NEVER... AGAIN... | |
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Keon Lord/Lady Rear Admiral 1st
Posts : 3076 Join date : 2012-01-17 Location : Hahahaha.
| Subject: Re: Fr0stbyte's Development Log Thu May 03, 2012 11:07 am | |
| Gimbal lock isn't so bad. If you want sickness, try 6 degrees of freedom. That hurts. | |
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Commander Kobialka Sergeant
Posts : 996 Join date : 2012-03-08 Age : 26 Location : Somewhere the government won't find me.
| Subject: Re: Fr0stbyte's Development Log Thu May 03, 2012 1:20 pm | |
| Are you working on fighters as well? I say you could use the plane mod with re-textured planes and a re-coded fuel system. Easier i guess. | |
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Last_Jedi_Standing Moderator
Posts : 3033 Join date : 2012-02-19 Age : 112 Location : Coruscant
| Subject: Re: Fr0stbyte's Development Log Thu May 03, 2012 3:43 pm | |
| - Kobialka wrote:
- Are you working on fighters as well? I say you could use the plane mod with re-textured planes and a re-coded fuel system. Easier i guess.
The planes mod planes don't really look like starfighters. I think whatever fighters we get will look futuristic, not WWII era. | |
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Commander Kobialka Sergeant
Posts : 996 Join date : 2012-03-08 Age : 26 Location : Somewhere the government won't find me.
| Subject: Re: Fr0stbyte's Development Log Thu May 03, 2012 7:56 pm | |
| - Last_Jedi_Standing wrote:
- Kobialka wrote:
- Are you working on fighters as well? I say you could use the plane mod with re-textured planes and a re-coded fuel system. Easier i guess.
The planes mod planes don't really look like starfighters. I think whatever fighters we get will look futuristic, not WWII era. retextured. You could use all the fly coding though. Also, i hate it when people do not realize that in World War II planes were made of metal. Not paper like in World War I | |
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